From Duolingo to GDP, how an obsession with keeping score can subtly undermine human flourishing ...
The following article was posted on the Knowledge@Wharton website on February 11, 2014. In 2011, a game called Foldit caused a sensation by solving a decades-old scientific mystery in just three weeks ...
Gamification is the application of elements typical of game playing in areas that are not usually game-related. There’s a growing trend in business to gamify tasks like training and team building to ...
In an era of dwindling attention spans and relentless digital noise, brands face an uphill battle to capture — and keep — consumer interest. Traditional advertising no longer cuts it; passive ...
In a world where the majority of children spend hours a day playing computer or console game, researchers are starting to utilize those habits for the better. The use of gamification -- using game ...
Gamification was always just behaviorism dressed up in pixels and point systems. Why did we fall for it? It’s a thought that occurs to every video-game player at some point: What if the weird, ...
Deep under the Disneyland Resort Hotel in California, far from the throngs of happy tourists, laundry workers clean thousands of sheets, blankets, towels and comforters every day. Workers feed the ...
“Gamification” – adding game-like elements into non-game or real-world settings – has become a popular concept in the pharmaceutical, healthcare, and event industries, especially as virtual engagement ...
Xtremepush is creating a unified loyalty, CRM and gamification platform through the acquisition of US-based loyalty platform ...
Gamification transforms routine interactions into dopamine-driven, habit-forming experiences. Tiered rewards and social competition deepen user engagement and loyalty. Ethical gamification balances ...